POV-Ray : Newsgroups : povray.binaries.images : Realistic bricks Server Time
7 Aug 2024 11:21:12 EDT (-0400)
  Realistic bricks (Message 11 to 20 of 25)  
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From: John VanSickle
Subject: Re: Realistic bricks
Date: 2 May 2006 18:06:45
Message: <4457d7f5$1@news.povray.org>
s.day wrote:

> Looks very interesting, I had a similar idea myself a while ago but
> unfortunately did not know how to create the rounded box using meshes. I
> would certainly be very interested in the source code when it is finished.

You could try downloading my surface subdivision suite 
(http://www.geocities.com/evilsnack/nsss.htm).  Feed it a simple 
box-shaped mesh (you can use quadrilateral faces if you want), specify 
sharp edges, subdivide it a couple times, add some perturbation, and 
then use one of the macros to spit out a mesh.

Regards,
John


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From: nemesis
Subject: Re: Realistic bricks
Date: 3 May 2006 00:20:01
Message: <web.44582f18782f552a11c80c7b0@news.povray.org>
hey, man, call me old fashioned, but i still believe textured bricks have a
lot going for it. :)

Your post has challenged me to produce an impacting textured brick wall.
Hope you guys like it...


code:

camera { location .6*<-4.1,4.3,-4.1> look_at <-.8,1.6,0> angle 20 }

light_source { <-2,1.6,-.4>*10 1 }
light_source { <-.2,3.4,-4>*12 .7
 area_light 3*x,3*y,3,3 adaptive .0001 jitter
}


#declare n_brick_wall =
normal { brick
 normal {brick normal{ granite .3 }, normal{ gradient y } bump_size 2.4 },
 normal { average
  normal_map {
   [1.1 granite bump_size -.6 ramp_wave scale .32]
   [.9 bumps bump_size .7 turbulence .6 scale .62]
   [1.4 quilted control0 .2 control1 .2 bump_size 4.8 scale <8,3,3.8> warp {
repeat 3*y offset x*4} ]
  }
 }
 mortar .2
 bump_size 2.4
}

#declare p0 = pigment { rgb .8 }
#declare p1 =
pigment { bozo
 color_map {
  [0 rgb 1]
  [.46 rgb <.95,.68,.71>]
  [1 rgb .8*<.94,.64,.59>]
 }
 turbulence 1.8 scale 6
}

#declare t_brick_wall =
texture {
 pigment { brick pigment { p0 }, pigment { p1 } mortar .34 turbulence .1 }
 normal { n_brick_wall turbulence .071 }
 finish { ambient .32 diffuse .34 specular .3 roughness .28 }
 scale .05
}

box { -.5,.5 scale <2.4,2,.2>
 texture { t_brick_wall }
 translate y
}

plane { y,0 pigment { rgb .9 } finish { ambient .3 diffuse .4 }}


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Attachments:
Download 'brickwall.jpg' (105 KB)

Preview of image 'brickwall.jpg'
brickwall.jpg


 

From: Kjetil
Subject: Re: Realistic bricks
Date: 3 May 2006 02:20:01
Message: <web.44584afe782f552a3ccb4f150@news.povray.org>
Wow lot's of nice brick walls here. Very impressed with the textured-only
version.

It's funny, because just a couple of days ago I started putting together a
macro for creating brick walls - and I am trying to make it as flexible as
possible (offering (so far) 3 quality "settings" (plain boxes,
superellipsoids or isosurface blocks for bricks), variable dimensions,
randomness along X and Y, and mortar-settings).

I'm more than happy to post source code and images once I've worked more on
it, but I was going to ask first -

I'd like to include as many options as possible in my macro; if you have a
brick/brickwall/brick texture/etc piece of source code, do I have your
permission to include this in my macro?

Thanks!


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From: Thomas de Groot
Subject: Re: Realistic bricks
Date: 3 May 2006 02:54:13
Message: <44585395@news.povray.org>
"nemesis" <nam### [at] gmailcom> schreef in bericht
news:web.44582f18782f552a11c80c7b0@news.povray.org...
> hey, man, call me old fashioned, but i still believe textured bricks have
a
> lot going for it. :)
>
> Your post has challenged me to produce an impacting textured brick wall.
> Hope you guys like it...
>
>
Hmm... top and right edges of bricks show also the mortar texture. That is
not right :-)

Thomas


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From: Bill Pragnell
Subject: Re: Realistic bricks
Date: 3 May 2006 05:40:00
Message: <web.445879a6782f552a731f01d10@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Each vertex is touched by eight triangles,
Whooooops obviously I meant six... :


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From: Bill Pragnell
Subject: Re: Realistic bricks [100 kb]
Date: 3 May 2006 05:45:00
Message: <web.44587aedb5c7f485731f01d10@news.povray.org>
Jim Charter <jrc### [at] msncom> wrote:
> I believe it is only relatively true.  It has long been my intuition
> that high-res, unsmoothed triangles would create more believeable
> surfaces for many materials, especially skin.
I guess it's very like using micronormals to make smooth surfaces believably
matte...

> So I am looking forward to your
> source if for no other reason than ease of running tests at different
> resolutions.
I think you might be right. I advocated upping the resolution because you
need a high level of detail in the pigment function to realistically
represent the rough surface. A smoothed lower-res mesh would just look
blobby. But we'll see!

> but the streaking
> effects might interest you.
They do indeed. Is that a procedural texture? Looks like you're using
normals too. Very realistic. Any chance of a peek at the code? :)

Bill


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From: PM 2Ring
Subject: Re: Realistic bricks
Date: 3 May 2006 06:15:00
Message: <web.44588194782f552a76ba2c900@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Bricks and building slabs in general can be difficult to simulate with
> textures. Of late, I've taken to building structures from discrete brick
> objects, using random selection from a small array of differently textured
> mesh bricks to cut down on memory usage. This can look great, especially
> when the individual bricks can then also be randomly displaced or rotated
> very slightly to give a sense of irregularity.

Blocks must be the flavour of the month. :)

I don't use meshes much, but they are (currently) one of the best ways
to keep memory requirement low for huge numbers of copies.

Isosurfaces can sometimes be used with the mod() function to create multiple
objects, but this doesn't work well with multiple bricks, due to the steep
sides. You end up using huge gradients, it takes hours, and still gets
errors... I can post an example image if you need to see. :)

> surface (might have to take a look at that sandstone... :) ).

Be my guest! Also check out the smooth 'test' blocks in that file.


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From: nemesis
Subject: Re: Realistic bricks
Date: 3 May 2006 06:50:00
Message: <web.44588a8d782f552ab9f2542f0@news.povray.org>
"Kjetil" <nomail@nomail> wrote:
> Very impressed with the textured-only
> version.

thanks! :)

> macro for creating brick walls - and I am trying to make it as flexible as
> possible (offering (so far) 3 quality "settings" (plain boxes,
> superellipsoids or isosurface blocks for bricks), variable dimensions,
> randomness along X and Y, and mortar-settings).

yay!  as someone said, brickwalls are fashion again and all the rage! :D

> do I have your
> permission to include this in my macro?

sure, man!  go ahead!  source code is not patented and i do this for fun,
not for a living... :)


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From: nemesis
Subject: Re: Realistic bricks
Date: 3 May 2006 06:55:00
Message: <web.44588b28782f552ab9f2542f0@news.povray.org>
"Thomas de Groot" <t.d### [at] internlnet> wrote:
> Hmm... top and right edges of bricks show also the mortar texture. That is
> not right :-)

I thought it looked realistic by depicting a bad job at "glueing" the bricks
together. :P


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From: john
Subject: Re: Realistic bricks /newsreader
Date: 3 May 2006 12:17:08
Message: <lplh52l2flmrfdoa3p019j2edoju0j8q6v@4ax.com>
On Tue, 2 May 2006 11:08:51 -0700, Patrick Elliott
<sha### [at] hotmailcom> wrote:

>What are s.day and Bill Pragnell using for a news reader? Gravity, both 
>the older version and the new open source one refuse to decode the 
>messages and display them... Its quite annoying and frankly I hate every 
>other news reader I have ever tried to use.

I use Forte Agent and it works fine for both the binaries and text
messages.  According to some it is not the best binary reader ther is
but I find it OK.

Also I am using a PC 

John


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